ArmA 2 Style Map Grid

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

ArmA 2 Style Map Grid

Post by SShadowFox »

I was thinking if the maps on PR can use the same grid style as in ArmA 2 (i.e. 045598 ) currently is pretty easy to use the map and putting this grid style won't turn it more harder:

045 (top sector) 598 (side sector)

This fits the same way as in PR:

A (top sector) 1 (side sector)

This kind of grid reference is more realistic and better than the actual on PR, just a little bit harder.
Last edited by SShadowFox on 2012-06-27 23:03, edited 1 time in total.
nater
Posts: 489
Joined: 2009-01-07 19:35

Re: ArmA 2 Style Map Grid

Post by nater »

Project Reality doesn't have the need for that style of map, though as the maps are not nearly as large. No point going 00A001 when you could say A1.
MrTomRobs
Posts: 258
Joined: 2010-08-30 15:39

Re: ArmA 2 Style Map Grid

Post by MrTomRobs »

nater wrote:Project Reality doesn't have the need for that style of map, though as the maps are not nearly as large. No point going 00A001 when you could say A1.
This really.

You wouldn't really be able to change it anyway, all the old players on PR:BF2 are used to saying A1, and the newer players will simply use that system as well.
'There are 3 types of people in this world, those that can count, and those who can't.'

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: ArmA 2 Style Map Grid

Post by Rhino »

Ye, while ARMA2s map grid system is far more realistic and is the standard of maps in r/l, its much harder to understand from anyone who hasn't been taught and tbh, harder to get three figure grid accuracy since you can't zoom in/out like you can in arma2, and r/l map grid sizes are much bigger per km.
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